

In case of doubt, please also check the compatibility section of the VR Builder description on /packages/tools/visual-scripting/vr-builder-201913. If you are not sure which Unity version to use, we'd recommend using one of the newest LTS (long term support) versions.

The documentation on how to use the Unity Editor ( docs.unit圓d.com/Manual/UsingTheEditor) and Unity Learn ( ) are both valuable resources to do so. If you are completely new to Unity, you might also want to check some basic concepts. Creating a new project: docs.unit圓d.com/Manual/GettingStarted.System requirements for running Unity: docs.unit圓d.com/Manual/system-requirements.Installing Unity: docs.unit圓d.com/Manual/GettingStartedInstallingUnity.If you haven't installed Unity yet, you can find excellent documentation on how to do this right from Unity themselves: Unit圓d assets are generally either plugins (basically modules) or digital objects, such as 3d models, which makes the Unity Asset Store more or less. Lots of effects don't work without being made specifically for single-pass stereo rendering, and planar reflections are one of them, due both the positioning of the reflection camera and the later projection of the reflected render texture.Prerequisites: Installing Unity And Creating a Unity projectįor this VR Builder tutorial we assume you have already installed Unity and created a new, empty project using a 3D template. The Unity Editor is a popular and useful authoring platform to create cutting edge augmented reality experiences for both handheld devices and digital eyewear. It's not too bad for most shaders, but for ray marching, reflection, projection, and pretty much anything that moves pixels around in screen-space, it's difficult or impossible to implement. The problem is, the unusual projection required for that double-wide texture needs to be built into custom shaders and image effects manually. This is nearly twice as fast - or multi-pass is twice as slow - making single-pass stereo the only real option for performance-constrained VR games, especially those on the Oculus Quest, or any PC VR that aims for a high graphical fidelity and realtime lighting.

In single-pass stereo, however, the left and right eye are done at the same time, using a double wide render texture containing the image for both eyes. Multi-pass is the easiest and least performant of the stereo rendering modes it renders the whole scene for left eye, and then again for the right eye, so each eye renders like a normal scene. The normal method of planar reflections - with an oblique near clip plane on a second camera - works just fine for Multi-pass VR and non-VR.
